200,012 Commits over 4,140 Days - 2.01cph!
Trim newline in stack trace
Merge branch 'master' of arcade into js-scripting
Conflicts:
Unity/Assets/Materials/CabinetScreen.mat
Merge branch 'master' of arcade into js-scripting
Conflicts:
Unity/Assets/Materials/CabinetScreen.mat
AILocomotion adjustments in an attempt to fix animals teleporting to origin
Updated premake5.lua to generate packaging scripts for JS games.
Updated premake5.lua to generate packaging scripts for JS games.
Log parser more compatible
Added GrassSpawn.Tapering parameter
Tweaked grass prefab
Javascript games can now be packaged, basic communication with the Javascript engine is functional.
Javascript games can now be packaged, basic communication with the Javascript engine is functional.
Updated Bolt to latest version. Fixes highscore syncing without editing source.
Updated Bolt to latest version. Fixes highscore syncing without editing source.
More impact particle effect shader updates
Added movement to Camera Free Mode... seems to have fixed the transform resets too..!?
Time of Day update to 2.2.1 prerelease 1
Added delay to melee attacks
Fixed bolt rifle ironsights being wrong
ViewModel.scene: Viewmodel switching button list
ViewModel.scene: Right click look around, wsad move
ViewModel.scene: Added melee hit button (plays "attack", then plays "attack2" on "Strike" event
ViewModel.scene: Selects animation on viewmodel change in editor
ViewModel.scene: Remembers last open viewmodel
Converted rock, torch, hammer melee viewmodels to new system
Added missing meta files (just folders, nothing serious)
Added a frame pan to Camera FreeMode, while holding middle mouse button
Cleanup step, taking out a lot of deprecated ngui stuff.
Auto-updated terrain asset files (5.0.0b3)
Cleanup all the things even more
Fixed issues related to playing a build version.
Added fps.limit X (where X = max fps, default = -1 = no limit)
Rock hit sounds, screenshake
Fixed weapon sounds effects sometimes not playing
GameCabinet.EndLocalControl now uses a PausedEventArgs, which holds the last frame rendered and serialized game state if the game supports it.
GameCabinet.EndLocalControl now uses a PausedEventArgs, which holds the last frame rendered and serialized game state if the game supports it.
Fixed server not saving config files on quit
Bugged me that this line was there :D
Doubled some forest densities (performance test, requires server restart)
Reverted spawn debug logs
GameCabinet.Pause now accepts a byte array containing the last frame to display, or null to display an empty frame.
GameCabinet.Pause now accepts a byte array containing the last frame to display, or null to display an empty frame.
Tweaked forest distribution (more snowy trees)
More AILocomotion adjustments in another attempt to fix animals teleporting to origin
Updated bota bag vm anim (more force)
Added polys to bottom of cork (as it can be seen in shot)
updated bota bag vm deploy anim + meta data
re-made bota bag vm prefab & transfered scripts ( as everytime something changes on the model it breaks the prefab)
Fixed bug in AIPart (this explains the teleportation)
Added ResourceLibrary project
Added ResourceLibrary project
Re arranged some the arc code and selectable stuff.
Can now split arcs.
Can now split road section
Build Settings are now loaded for subscenes automatically and forwarded into GameScreen, even in built runtimes.
Refactored game packaging / loading to resolve assemblies automatically.